I have two veteran players and one who only played in some one-shots, for my SKT campaign. Would it be a dumb idea to add another player who has never played DND before? I want to make it work, but I don’t know if I should hit a new player with a full-blown campaign.
They all know each other and at least one of the veterans is very eager to help. No min-maxers at my table until now. They are more on the RP-heavy side.
It depends on the attitude of those already in the group (including yourself). Are they (and you) happy to help the new person, or at least be patient while others do so?
If so, then go for it.
If not, then that will cause problems. Are the problems that conflict would cause worth it?
Personally, I wouldn't mind and would be happy to have a new player in any of my groups. As a player, it would be nice to have the occasional campaign where I can focus on the actual game rather than having to constantly think about what that player is doing or have play stop for five minutes while the mechanics are explained every time we come across something new, so while it sounds a bit grumpy to not want to have to deal with new players, I can understand the sentiment - even if I'm happy in the vast majority of games to have a learner in the group and would be the first to help and explain things.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
They all know each other and at least one of the veterans is very eager to help. No min-maxers at my table until now. They are more on the RP-heavy side.
In which case I wouldn't try to specifically add another new player.
Two new players will slow the game down more than one new player. I don't mean this in a bad way. Having to coach just one new player will keep things flowing better.
I expect it would only be a problem if either you and the experienced players are not prepared to be patient with and help the new players or if the new ones are just to lazy or dumb to pay attention and learn the game as they play. Tell them to read the basic rules, specifically the PHB chapters on ability scores, adventuring, and combat plus magic if they plan to play any class with spells. That's a total of about 20 pages and half of those pages are taken up by illustrations that are only there to make the book look pretty; if they can't be bothered to seriously read that much before committing to regular sessions that are (presumably) multiple hours long each then they aren't really interested. If they do that bit of homework and are still interested then they shouldn't be too much of an issue, assuming they can also get into the roleplaying side of things since it sounds like your group is already into that.
I have two veteran players and one who only played in some one-shots, for my SKT campaign. Would it be a dumb idea to add another player who has never played DND before? I want to make it work, but I don’t know if I should hit a new player with a full-blown campaign.
I've got the same kind of mix in my group -- two experienced players, one who had played a bit, one who had only done a couple one-shots and one who had never played at all before -- and it's been fine
If they're all friends and the vets are willing to support the n00bs (both in a character and player sense) then the less experienced players can get up to speed fairly quickly. Part of the fun of a campaign is having the characters grow together, develop some tactics together etc., and a group that leans RP won't make the newer players feel too stressed with constant combat choices
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Also worth noting, new players tend to learn more easily in a low level game where there aren't too many options and abilities to overwhelm them. Let them get the hang of basic attacks, stealth checks, sneak attack, flanking, saving throws, and how magic missile works before introducing them to things that get added on as advanced class/subclass features or spells like haste and bestow curse.
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I have two veteran players and one who only played in some one-shots, for my SKT campaign. Would it be a dumb idea to add another player who has never played DND before? I want to make it work, but I don’t know if I should hit a new player with a full-blown campaign.
Do all the players know each other?
Are the veteran players min-maxers, or are they capable of supporting a new player themselves?
They all know each other and at least one of the veterans is very eager to help. No min-maxers at my table until now. They are more on the RP-heavy side.
It depends on the attitude of those already in the group (including yourself). Are they (and you) happy to help the new person, or at least be patient while others do so?
If so, then go for it.
If not, then that will cause problems. Are the problems that conflict would cause worth it?
Personally, I wouldn't mind and would be happy to have a new player in any of my groups. As a player, it would be nice to have the occasional campaign where I can focus on the actual game rather than having to constantly think about what that player is doing or have play stop for five minutes while the mechanics are explained every time we come across something new, so while it sounds a bit grumpy to not want to have to deal with new players, I can understand the sentiment - even if I'm happy in the vast majority of games to have a learner in the group and would be the first to help and explain things.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
In which case I wouldn't try to specifically add another new player.
Two new players will slow the game down more than one new player. I don't mean this in a bad way. Having to coach just one new player will keep things flowing better.
I expect it would only be a problem if either you and the experienced players are not prepared to be patient with and help the new players or if the new ones are just to lazy or dumb to pay attention and learn the game as they play. Tell them to read the basic rules, specifically the PHB chapters on ability scores, adventuring, and combat plus magic if they plan to play any class with spells. That's a total of about 20 pages and half of those pages are taken up by illustrations that are only there to make the book look pretty; if they can't be bothered to seriously read that much before committing to regular sessions that are (presumably) multiple hours long each then they aren't really interested. If they do that bit of homework and are still interested then they shouldn't be too much of an issue, assuming they can also get into the roleplaying side of things since it sounds like your group is already into that.
I've got the same kind of mix in my group -- two experienced players, one who had played a bit, one who had only done a couple one-shots and one who had never played at all before -- and it's been fine
If they're all friends and the vets are willing to support the n00bs (both in a character and player sense) then the less experienced players can get up to speed fairly quickly. Part of the fun of a campaign is having the characters grow together, develop some tactics together etc., and a group that leans RP won't make the newer players feel too stressed with constant combat choices
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Also worth noting, new players tend to learn more easily in a low level game where there aren't too many options and abilities to overwhelm them. Let them get the hang of basic attacks, stealth checks, sneak attack, flanking, saving throws, and how magic missile works before introducing them to things that get added on as advanced class/subclass features or spells like haste and bestow curse.